Enemy outpost power...

Started by PhantomFav, October 05, 2017, 05:55:22 AM

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Dashthechinchilla

#15
The bug with release in A17 seems to be with aggro range and the wander mechanic. I get around it by toggling it on and off sometimes. When you toggle it on, the animals stop and look for a target. If they see one they attack. If they don't, they go back to wandering. They won't look again until the wander cycle ends, which takes forever in combat speeds. So if you toggle it off and back on again while unpaused and in sight of a target, they attack.

PatrykSzczescie

Oh, tame boomalopes, train them how to release and use them when you attack.

Bozobub

It also helps to not play with Cassandra; even on "Peaceful", she will ramp things up over time.  Period.
Thanks, belgord!

SpaceDorf

#18
Okay .. I see there is another lection in small unit tactics and local overpowering required.

Quote from: PhantomFav on October 05, 2017, 05:55:22 AM
-if I try a siege, the mortar is tooooo slow to kill a good chunk of enemy pawns...
Mortar. Singular. Wrong !

Quote from: PhantomFav on October 05, 2017, 05:55:22 AM
- all the 20 enemy pawns go rampage ...
Yeap, thats baiting. Now they follow you wherever you go, while their mortar guy keeps shooting at your troops ..
your troops keep on moving, so that the enemy takes their position when the mortar shell arrives.

The picture of the guys you send is nothing more than a standard raid .. if you attack with the described 5 or 6 pawns with decent equipment those suckers go down ..
9 melee,3 unarmed or grenadiers, 4 assault shotguns and/or assault rifles.
Except for their Mortars you should have range.

Now look for some defensible places around the map, chokepoints, open fields with water or at least sand, considering this picture was taken in a desert.

If you find this area, convince yourself that this is your base, and you will defend it.
And don't be afraid of the enemy numbers.
Similiar to a raid the enemy troops will start fleeing if you take out enough of them.

--- short message in between, I forgot to turn of my kitchen sink before starting to write, so I just flooded my kitchen ..   >:( >:( ---

and similiar to raids, the attackers usually move in a long line .. so you can concentrate on one or two to shoot ..
and don't forget to retreat if they get to close.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

SpaceDorf

Quote from: PatrykSzczescie on October 06, 2017, 01:10:06 PM
Oh, tame boomalopes, train them how to release and use them when you attack.

Why waste food on something thats going to die ?

Create Animal Zone - Enemy Camp.
Assign Animals.

And in opposite to release your animals will actually go where you want them to  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Yoshida Keiji

Whenever I go to invade outposts, I always take:

* Psychic Insanity Lance: To make dangerous enemies attack their own.

* Psychic Shock Lance: To down shield bearers.


It is a very strange feeling that although we are "attacking", the most effective ways are playing "defensive" like in your base but on their map.

It is true that enemies don't come all together but in a line, because of this, it's possible to zone in and out, "rezone" (leave the map and re-enter) to cheese enemies by spawning in opposite sides of the map and make them spend all their time traveling across the map while you heal your people, eat and even sleep. So in one instance you will be attacking the ones at the front of their lines and once you "teleported" to the opposite corner, those who were at the rear will become the next ones to pot shot as their front liners. With this cheese tactic, it's possible to even take their base while they are still at the edge of the map before you "teleported".

Now, I can't get to see their base as it wasn't included in the picture, all I know is that there was a turret. But you can "capture" their base by simply destroying an unprotected wall segment, then rebuilding it yourself for cover. This will cause enemies to come at you both by "their" doors and just by destructing their own walls. If you choose to do this, prepare very well as they will be coming at you and you won't have anywhere else to go, depending on their base set up. Every time you "teleport", you can leave your animals behind, and they will re-group with you crossing the whole map and confusing the enemy with non worthy targets. Make sure your pack animals are zoned safely elsewhere and use the others for this.

In attacks, sometimes, enemies will come at you right away, while in other times, they may even sleep before coming at you. If they stay long, your snipers can take a few out to soften their numbers long before the clash begins. Either way, it's best to build a simple base so your pawns can rest too.

Just be very selective by "teleporting", where is the best defensive map edge for you.

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

khun_poo

#22
I have a trick for raiding outpost or hostile colonies. Whenever you generated the encounter map (either caravan raid or outpost), use claim command on "useless random wall" generated on the map immediately.

When the hostile enemy begin to assault your crew (Either by snipe them or hanging around too long), some of them will go to punch those "useless wall" you just claim instead of fighting you. This trick can reduce the amount of enemy you need to fight all at once to be a wave like combat.

If you're lucky (or the opposite), the enemy may open the ancient danger for you too :P .

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

TheMeInTeam

Using snipers + zoning out --> back in with individual pawns to teleport them around and get constant free shots is pretty unfair, but effective.

PatrykSzczescie

There's a bug that makes you capture some doors inside their base as well. It blocks enemies from using them, therefore they'll attack them to uncover some areas for you. (This needs to be fixed though.)

Yoshida Keiji

Quote from: TheMeInTeam on October 09, 2017, 12:44:48 PM
Using snipers + zoning out --> back in with individual pawns to teleport them around and get constant free shots is pretty unfair, but effective.

Yes, this is terribly cheesy. I posted about it to let Tynan know and hopefully block it on further Alphas. I went to an extent where I just mobbed an enemy outpost by splitting my caravans all around the same hexagon. The enemy AI being attacked by 6 different points at a same time was a total laughter.

SpaceDorf

Quote from: TheMeInTeam on October 09, 2017, 12:44:48 PM
Using snipers + zoning out --> back in with individual pawns to teleport them around and get constant free shots is pretty unfair, but effective.

If you want effective exploits turn on DevMode and remove anything you don't want  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

khun_poo

Quote from: TheMeInTeam on October 09, 2017, 12:44:48 PM
Using snipers + zoning out --> back in with individual pawns to teleport them around and get constant free shots is pretty unfair, but effective.

That's great idea though. By the way, do you know how to let your animal you bring with to exit the map with you too? My alpaca (with caravan food) seem to not follow the master out of the map unless I use "reform caravan", which is impossible with enemy around.

Yoshida Keiji

Well, the Teleport tactic works well by playing at the map borders instead of going straight to the center of the map. Since maps are randomly generated you have the option to re-generate them for better layouts. Enemy outposts are not the same each time you enter, which is odd. This is assuming the first entry didn't had defensive locations at the borders. Now, if you like your current borders, just select one area as a "panic room location" (at least that seems to be the naming in wiki), the one place you will want to keep as safe zone, and fight elsewhere only.

I never had that much bad luck, but you can either create an animal zone and manually move your pack animals there, or just leave the map with them, but it seems you have difficulty in that aspect. I wouldn't charge with those I need for carrying stuff. If the animals are with you, just make it follow back-liners such as Medics, who don't fight, then Teleporting with those animals should be easy.

But to me the most practical way is just leave them at the safe zone, because if you take them with you in and out constantly, some times there's a chance that your next teleporting location is the same place where you left or nearby. So I learnt to teleport safely enough so that I can have a second time to teleport if the next spawning point is too close to danger.

And of course, you can still create a room for those pack animals. Teleporting can become more chaotic that the threat we pose to the NPCs but to me its all fun fun fun, but sport wise poor, of course.

So far my max number of offense had 18 pawns, so teleporting with split caravans was sooooo cheesy...

For me the only difficulty in teleporting, is to make wounded pawns appear where I left the Hospital and all medicine supplies. Some times there's not enough time to build more than one facility. So I would suggest that instead of carrying them, just unload some and roof them. You can make multiple pit stops with each teleportation, but then I think its still wise to place them in a room, because I had some enemies eat food I left unattended.